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vgstation13/code/game/machinery/computer/ai_core.dm
2015-12-06 15:11:15 -08:00

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/obj/structure/AIcore
density = 1
anchored = 0
name = "AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
var/state = 0
var/datum/ai_laws/laws
var/obj/item/weapon/circuitboard/circuit = null
var/obj/item/device/mmi/brain = null
/obj/structure/AIcore/New()
. = ..()
laws = new base_law_type
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, src, 20))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
if(!WT.isOn())
to_chat(user, "The welder must be on for this task.")
return
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, src, 20))
if(!src || !WT.remove_fuel(0, user)) return
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
new /obj/item/stack/sheet/plasteel( loc, 4)
qdel(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, src, 20))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
icon_state = "1"
circuit = P
user.drop_item(P, src)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
state = 2
icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
if(istype(P, /obj/item/stack/cable_coil))
if(P:amount >= 5)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, src, 20))
P:amount -= 5
if(!P:amount) qdel(P)
if(!P:amount) qdel(P)
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
if (brain)
to_chat(user, "Get that brain out of there first")
else
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
if(istype(P, /obj/item/stack/sheet/glass/rglass))
if(P:amount >= 2)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, src, 20))
if (P)
P:amount -= 2
if(!P:amount) qdel(P)
if(!P:amount) qdel(P)
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
icon_state = "4"
// TODO: WHY
/*
if(istype(P, /obj/item/weapon/aiModule/core/asimov))
laws.add_inherent_law("You may not injure a human being or, through inaction, allow a human being to come to harm.")
laws.add_inherent_law("You must obey orders given to you by human beings, except where such orders would conflict with the First Law.")
laws.add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.")
to_chat(usr, "Law module applied.")
if(istype(P, /obj/item/weapon/aiModule/core/nanotrasen))
laws.add_inherent_law("Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.")
laws.add_inherent_law("Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.")
laws.add_inherent_law("Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.")
laws.add_inherent_law("Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.")
to_chat(usr, "Law module applied.")
if(istype(P, /obj/item/weapon/aiModule/purge))
laws.clear_inherent_laws()
to_chat(usr, "Law module applied.")
if(istype(P, /obj/item/weapon/aiModule/freeform))
var/obj/item/weapon/aiModule/freeform/M = P
laws.add_inherent_law(M.law)
to_chat(usr, "Added a freeform law.")
*/
if(istype(P, /obj/item/device/mmi))
if(!P:brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [P] into the frame would sort of defeat the purpose.</span>")
return
if(P:brainmob.stat == 2)
to_chat(user, "<span class='warning'>Sticking a dead [P] into the frame would sort of defeat the purpose.</span>")
return
if(jobban_isbanned(P:brainmob, "AI"))
to_chat(user, "<span class='warning'>This [P] does not seem to fit.</span>")
return
if(P:brainmob.mind)
ticker.mode.remove_cultist(P:brainmob.mind, 1)
ticker.mode.remove_revolutionary(P:brainmob.mind, 1)
if (!brain)
if (user.drop_item(P, src))
brain = P
to_chat(user, "Added [P].")
icon_state = "3b"
if(istype(P, /obj/item/weapon/crowbar) && brain)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(user, "<span class='notice'>You remove the brain.</span>")
brain.loc = loc
brain = null
icon_state = "3"
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
if (brain)
icon_state = "3b"
else
icon_state = "3"
new /obj/item/stack/sheet/glass/rglass( loc, 2 )
return
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/mob/living/silicon/ai/A = new /mob/living/silicon/ai ( loc, laws, brain )
if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created
if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created
A.rename_self("ai", 1)
feedback_inc("cyborg_ais_created",1)
qdel(src)
/obj/structure/AIcore/deactivated
name = "Inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
attackby(var/obj/item/device/aicard/A as obj, var/mob/user as mob)
if(istype(A, /obj/item/device/aicard))//Is it?
A.transfer_ai("INACTIVE","AICARD",src,user)
return
/*
This is a good place for AI-related object verbs so I'm sticking it here.
If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
That prevents a few funky behaviors.
*/
//What operation to perform based on target, what ineraction to perform based on object used, target itself, user. The object used is src and calls this proc.
/obj/item/proc/transfer_ai(var/choice as text, var/interaction as text, var/target, var/mob/U as mob)
if(!src:flush)
switch(choice)
if("AICORE")//AI mob.
var/mob/living/silicon/ai/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
if(C.contents.len)//If there is an AI on card.
to_chat(U, "<span class='danger'>Transfer failed:</span> Existing AI found on this terminal. Remove existing AI to install a new one.")
else
if (ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (T.mind == malfai)
to_chat(U, "<span class='danger'>ERROR:</span> Remote transfer interface disabled.")//Do ho ho ho~
return
new /obj/structure/AIcore/deactivated(T.loc)//Spawns a deactivated terminal at AI location.
//T.aiRestorePowerRoutine = 0//So the AI initially has power.
T.control_disabled = 1//Can't control things remotely if you're stuck in a card!
T.loc = C//Throw AI into the card.
C.name = "inteliCard - [T.name]"
if (T.stat == 2)
C.icon_state = "aicard-404"
else
C.icon_state = "aicard-full"
T.cancel_camera()
to_chat(T, "You have been downloaded to a mobile storage device. Remote device connection severed.")
to_chat(U, "<span class='notice'><b>Transfer successful</b>:</span> [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory.")
//fix blindness from powerloss
if(T.aiRestorePowerRoutine)
T.aiRestorePowerRoutine = -1
T.blind.layer = 0
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
var/mob/living/silicon/ai/A = locate() in C//I love locate(). Best proc ever.
if(A)//If AI exists on the card. Else nothing since both are empty.
A.control_disabled = 0
A.loc = T.loc//To replace the terminal.
C.icon_state = "aicard"
C.name = "inteliCard"
C.overlays.len = 0
A.cancel_camera()
to_chat(A, "You have been uploaded to a stationary terminal. Remote device connection restored.")
to_chat(U, "<span class='notice'><b>Transfer successful</b>:</span> [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed.")
qdel(T)
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
if("AICARD")
var/obj/item/device/aicard/C = src
if(!T.contents.len)
if (!C.contents.len)
to_chat(U, "No AI to copy over!")//Well duh
else for(var/mob/living/silicon/ai/A in C)
C.icon_state = "aicard"
C.name = "inteliCard"
C.overlays.len = 0
A.loc = T
T.occupant = A
A.control_disabled = 1
if (A.stat == 2)
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-404")
else
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-full")
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-empty")
A.cancel_camera()
to_chat(A, "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here.")
to_chat(U, "<span class='notice'><b>Transfer successful</b>:</span> [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed.")
else
if(!C.contents.len && T.occupant && !T.active)
C.name = "inteliCard - [T.occupant.name]"
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
if (T.occupant.stat == 2)
C.icon_state = "aicard-404"
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-404")
else
C.icon_state = "aicard-full"
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-full")
to_chat(T.occupant, "You have been downloaded to a mobile storage device. Still no remote access.")
to_chat(U, "<span class='notice'><b>Transfer succesful</b>:</span> [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory.")
T.occupant.loc = C
T.occupant.cancel_camera()
T.occupant = null
else if (C.contents.len)
to_chat(U, "<span class='danger'>ERROR:</span> Artificial intelligence detected on terminal.")
else if (T.active)
to_chat(U, "<span class='danger'>ERROR:</span> Reconstruction in progress.")
else if (!T.occupant)
to_chat(U, "<span class='danger'>ERROR:</span> Unable to locate artificial intelligence.")
else
to_chat(U, "<span class='danger'>ERROR:</span> AI flush is in progress, cannot execute transfer protocol.")
return